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CubicVR_Core.fs
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CubicVR_Core.fs
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#ifdef GL_ES
#if LIGHT_PERPIXEL
precision mediump float;
#else
precision lowp float;
#endif
#endif
#if FOG_ENABLED
uniform vec3 fogColor;
uniform float fogDensity;
uniform float fogNear;
uniform float fogFar;
#endif
uniform vec3 materialAmbient;
uniform vec3 lightAmbient;
uniform vec3 materialColor;
#if POINT_SIZE && !POINT_SPRITE && POINT_CIRCLE
varying float ptSize;
varying vec2 sPos;
#endif
#if LIGHT_PERPIXEL
uniform vec3 materialDiffuse;
uniform vec3 materialSpecular;
uniform float materialShininess;
#if LIGHT_IS_POINT||LIGHT_IS_DIRECTIONAL||LIGHT_IS_SPOT||LIGHT_IS_AREA
uniform vec3 lightDirection[LIGHT_COUNT];
uniform vec3 lightPosition[LIGHT_COUNT];
uniform vec3 lightSpecular[LIGHT_COUNT];
uniform vec3 lightDiffuse[LIGHT_COUNT];
uniform float lightIntensity[LIGHT_COUNT];
uniform float lightDistance[LIGHT_COUNT];
#if LIGHT_IS_SPOT
uniform float lightCutOffAngle[LIGHT_COUNT];
#endif
#endif
#if LIGHT_IS_PROJECTOR
uniform sampler2D lightProjectionMap[LIGHT_COUNT];
#endif
#if LIGHT_SHADOWED
varying vec4 lightProjectionOut[LIGHT_COUNT];
uniform sampler2D lightShadowMap[LIGHT_COUNT];
uniform vec3 lightDepthClip[LIGHT_COUNT];
#endif
#else // !LIGHT_PERPIXEL
varying vec3 lightColorOut;
varying vec3 lightSpecularOut;
#endif // LIGHT_PERPIXEL
varying vec3 vertexNormalOut;
varying vec2 vertexTexCoordOut;
#if VERTEX_COLOR
varying vec3 vertexColorOut;
#endif
#if FX_DEPTH_ALPHA||LIGHT_DEPTH_PASS||LIGHT_SHADOWED
uniform vec3 postDepthInfo;
float ConvertDepth3(float d) { return (postDepthInfo.x*postDepthInfo.y)/(postDepthInfo.y-d*(postDepthInfo.y-postDepthInfo.x)); }
// transform range in world-z to 0-1 for near-far
float DepthRange( float d ) { return ( d - postDepthInfo.x ) / ( postDepthInfo.y - postDepthInfo.x ); }
float ConvertDepth3A(float d, float near, float far) { return (near*far)/(far-d*(far-near)); }
// transform range in world-z to 0-1 for near-far
float DepthRangeA( float d, float near, float far ) { return ( d - near ) / ( far - near ); }
#endif
#if LIGHT_DEPTH_PASS
vec4 packFloatToVec4i(const float value)
{
const vec4 bitSh = vec4(256.0*256.0*256.0, 256.0*256.0, 256.0, 1.0);
const vec4 bitMsk = vec4(0.0, 1.0/256.0, 1.0/256.0, 1.0/256.0);
vec4 res = fract(value * bitSh);
res -= res.xxyz * bitMsk;
return res;
}
#endif
#if LIGHT_SHADOWED
float unpackFloatFromVec4i(const vec4 value)
{
const vec4 bitSh = vec4(1.0/(256.0*256.0*256.0), 1.0/(256.0*256.0), 1.0/256.0, 1.0);
return(dot(value, bitSh));
}
#if LIGHT_SHADOWED_SOFT
float getShadowVal(sampler2D shadowTex,vec4 shadowCoord, float proj, float texel_size) {
vec2 filterTaps[6];
filterTaps[0] = vec2(-0.326212,-0.40581);
filterTaps[1] = vec2(-0.840144,-0.07358);
filterTaps[2] = vec2(-0.695914,0.457137);
filterTaps[3] = vec2(-0.203345,0.620716);
filterTaps[4] = vec2(0.96234,-0.194983);
filterTaps[5] = vec2(0.473434,-0.480026);
/* filterTaps[6] = vec2(0.519456,0.767022);
filterTaps[7] = vec2(0.185461,-0.893124);
filterTaps[8] = vec2(0.507431,0.064425);
filterTaps[9] = vec2(0.89642,0.412458) ;
filterTaps[10] =vec2(-0.32194,-0.932615);
filterTaps[11] =vec2(-0.791559,-0.59771); */
float shadow = 0.0;
vec4 shadowSample;
float distanceFromLight;
for (int i = 0; i < 6; i++) {
shadowSample = texture2D(shadowTex,shadowCoord.st+filterTaps[i]*(2.0*texel_size));
distanceFromLight = unpackFloatFromVec4i(shadowSample);
shadow += distanceFromLight <= shadowCoord.z ? 0.0 : 1.0 ;
}
shadow /= 6.0;
return shadow;
}
#else
float getShadowVal(sampler2D shadowTex,vec4 shadowCoord, float proj, float texel_size) {
vec4 shadowSample = texture2D(shadowTex,shadowCoord.st);
float distanceFromLight = unpackFloatFromVec4i(shadowSample);
float shadow = 1.0;
shadow = distanceFromLight <= (shadowCoord.z) ? 0.0 : 1.0 ;
return shadow;
}
#endif
#endif
#if !LIGHT_DEPTH_PASS
#if TEXTURE_COLOR
uniform sampler2D textureColor;
#endif
#if TEXTURE_BUMP||TEXTURE_NORMAL
varying vec3 envEyeVectorOut;
#endif
#if TEXTURE_BUMP
uniform sampler2D textureBump;
#endif
#if TEXTURE_ENVSPHERE
uniform sampler2D textureEnvSphere;
uniform float materialEnvironment;
#if TEXTURE_NORMAL
varying vec3 envTexCoordOut;
#else
varying vec2 envTexCoordOut;
#endif
#endif
#if TEXTURE_REFLECT
uniform sampler2D textureReflect;
#endif
#if TEXTURE_NORMAL
uniform sampler2D textureNormal;
#endif
uniform float materialAlpha;
#if TEXTURE_AMBIENT
uniform sampler2D textureAmbient;
#endif
#if TEXTURE_SPECULAR
uniform sampler2D textureSpecular;
#endif
#endif // !LIGHT_DEPTH_PASS
#if TEXTURE_ALPHA
uniform sampler2D textureAlpha;
#endif
varying vec4 vertexPositionOut;
vec2 cubicvr_texCoord() {
#if LIGHT_DEPTH_PASS
return vertexTexCoordOut;
#else
#if POINT_SPRITE
return gl_PointCoord;
#else
#if TEXTURE_BUMP
float height = texture2D(textureBump, vertexTexCoordOut.xy).r;
float v = (height) * 0.05 - 0.04; // * scale and - bias
vec3 eye = normalize(envEyeVectorOut);
return vertexTexCoordOut.xy + (eye.xy * v);
#else
return vertexTexCoordOut;
#endif
#endif
#endif
}
#if TEXTURE_NORMAL && OES_STANDARD_DERIVATIVES && !LIGHT_DEPTH_PASS
#extension GL_OES_standard_derivatives : enable
// Normal Mapping Without Precomputed Tangents: http://www.thetenthplanet.de/archives/1180
mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv ) {
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx( p );
vec3 dp2 = dFdy( p );
vec2 duv1 = dFdx( uv );
vec2 duv2 = dFdy( uv );
// solve the linear system
vec3 dp2perp = cross( dp2, N );
vec3 dp1perp = cross( N, dp1 );
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invmax = inversesqrt( max( dot(T,T), dot(B,B) ) );
return mat3( T * invmax, B * invmax, N );
}
#define WITH_NORMALMAP_UNSIGNED 1
//#define WITH_NORMALMAP_GREEN_UP 1
//#define WITH_NORMAL_2CHANNEL 1
vec3 perturb_normal( vec3 N, vec3 V, vec2 texCoord ) {
// assume N, the interpolated vertex normal and
// V, the view vector (vertex to eye)
vec3 map = texture2D( textureNormal, texCoord ).xyz;
#ifdef WITH_NORMALMAP_UNSIGNED
map = map * 255./127. - 128./127.;
#endif
#ifdef WITH_NORMALMAP_2CHANNEL
map.z = sqrt( 1. - dot( map.xy, map.xy ) );
#endif
#ifdef WITH_NORMALMAP_GREEN_UP
map.y = -map.y;
#endif
mat3 TBN = cotangent_frame( N, -V, texCoord );
return normalize( TBN * map );
}
#endif
vec3 cubicvr_normal(vec2 texCoord) {
#if TEXTURE_NORMAL && !LIGHT_DEPTH_PASS
// use standard derivatives version if available
#if OES_STANDARD_DERIVATIVES
return perturb_normal(vertexNormalOut, vertexPositionOut.xyz, texCoord);
#else
// fake it otherwise, doesn't play well with rotation
vec3 bumpNorm = vec3(texture2D(textureNormal, texCoord));
vec3 n = (vec4(normalize(vertexNormalOut),1.0)).xyz;
bumpNorm = (bumpNorm-0.5)*2.0;
bumpNorm.y = -bumpNorm.y;
return normalize((n+bumpNorm)/2.0);
#endif
#else
return normalize(vertexNormalOut);
#endif
}
#if FOG_ENABLED
vec4 apply_fog(vec4 color) {
vec4 outColor = color;
float depth = gl_FragCoord.z / gl_FragCoord.w;
#if USE_FOG_EXP
const float LOG2 = 1.442695;
float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );
fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );
outColor = mix( color, vec4( fogColor, color.w ), fogFactor );
#endif
#if USE_FOG_LINEAR
float fogFactor = smoothstep( fogNear, fogFar, depth );
outColor = mix( color, vec4( fogColor, color.w ), fogFactor );
#endif
return outColor;
}
#endif
vec4 cubicvr_color(vec2 texCoord) {
vec4 color = vec4(0.0,0.0,0.0,0.0);
#if POINT_SIZE && !POINT_SPRITE && POINT_CIRCLE
if (length(sPos-(gl_FragCoord.xy)) > ptSize/2.0) {
discard;
}
#endif
#if !LIGHT_DEPTH_PASS
#if TEXTURE_COLOR
#if !(LIGHT_IS_POINT||LIGHT_IS_DIRECTIONAL||LIGHT_IS_SPOT||LIGHT_IS_AREA)
color = texture2D(textureColor, texCoord).rgba;
color.rgb *= materialColor;
//vec4(lightAmbient,1.0)*
#else
color = texture2D(textureColor, texCoord).rgba;
#if !TEXTURE_ALPHA
if (color.a<=0.9) {
discard;
}
#endif
color.rgb *= materialColor;
#endif
#if VERTEX_COLOR
color *= vec4(vertexColorOut,1.0);
#endif
#else
#if VERTEX_COLOR
color = vec4(vertexColorOut,1.0);
#else
color = vec4(materialColor,1.0);
#endif
#endif
#if TEXTURE_ALPHA
color.a = texture2D(textureAlpha, texCoord).r;
#if FX_DEPTH_ALPHA
if (color.a < 0.9) discard;
#else
#if MATERIAL_ALPHA
color.a *= materialAlpha;
#else
if (color.a < 0.9) discard;
#endif
#endif
#else
#if MATERIAL_ALPHA
color.a = materialAlpha;
#endif
#endif
#endif
return color;
}
vec4 cubicvr_lighting(vec4 color_in, vec3 n, vec2 texCoord) {
vec4 color = color_in;
#if !LIGHT_DEPTH_PASS
vec3 accum = lightAmbient;
#if LIGHT_PERPIXEL
#if LIGHT_IS_POINT
vec3 specTotal = vec3(0.0,0.0,0.0);
for (int i = 0; i < LIGHT_COUNT; i++) {
vec3 lightDirection = lightPosition[i]-vertexPositionOut.xyz;
float dist = length(lightDirection);
vec3 halfVector = normalize(vec3(0.0,0.0,1.0)+lightDirection);
float NdotL = max(dot(normalize(lightDirection),n),0.0);
if (NdotL > 0.0) {
// basic diffuse
float att = clamp(((lightDistance[i]-dist)/lightDistance[i]), 0.0, 1.0)*lightIntensity[i];
accum += att * NdotL * lightDiffuse[i] * materialDiffuse;
float NdotHV = max(dot(n, halfVector),0.0);
#if TEXTURE_SPECULAR
vec3 spec2 = lightSpecular[i] * texture2D(textureSpecular, vec2(texCoord.s, texCoord.t)).rgb * pow(NdotHV,materialShininess);
#else
vec3 spec2 = lightSpecular[i] * materialSpecular * pow(NdotHV,materialShininess);
#endif
specTotal += spec2;
}
}
color.rgb *= accum;
color.rgb += specTotal;
#endif
#if LIGHT_IS_DIRECTIONAL
float NdotL;
float NdotHV = 0.0;
vec3 specTotal = vec3(0.0,0.0,0.0);
vec3 spec2 = vec3(0.0,0.0,0.0);
vec3 halfVector;
for (int i = 0; i < LIGHT_COUNT; i++) {
halfVector = normalize(vec3(0.0,0.0,1.0)-lightDirection[i]);
NdotL = max(dot(normalize(-lightDirection[i]),n),0.0);
if (NdotL > 0.0) {
accum += lightIntensity[i] * materialDiffuse * lightDiffuse[i] * NdotL;
NdotHV = max(dot(n, halfVector),0.0);
#if TEXTURE_SPECULAR
spec2 = lightSpecular[i] * texture2D(textureSpecular, vec2(texCoord.s, texCoord.t)).rgb * pow(NdotHV,materialShininess);
#else
spec2 = lightSpecular[i] * materialSpecular * pow(NdotHV,materialShininess);
#endif
specTotal += spec2;
}
}
color.rgb *= accum;
color.rgb += specTotal;
#endif
#if LIGHT_IS_AREA
vec3 specTotal = vec3(0.0,0.0,0.0);
vec3 spec2 = vec3(0.0,0.0,0.0);
float NdotL;
float NdotHV = 0.0;
vec3 halfVector;
for (int i = 0; i < LIGHT_COUNT; i++) {
halfVector = normalize(vec3(0.0,0.0,1.0)-lightDirection[i]);
NdotL = max(dot(normalize(-lightDirection[i]),n),0.0);
if (NdotL > 0.0) {
NdotHV = max(dot(n, halfVector),0.0);
#if LIGHT_SHADOWED
vec4 shadowCoord = lightProjectionOut[i] / lightProjectionOut[i].w;
shadowCoord.z = DepthRangeA(ConvertDepth3A(shadowCoord.z,lightDepthClip[i].x,lightDepthClip[i].y),lightDepthClip[i].x,lightDepthClip[i].y);
vec4 shadowSample;
float shadow = 1.0;
// this seems to get around a shader crash ...
if (shadowCoord.s > 0.000&&shadowCoord.s < 1.000 && shadowCoord.t > 0.000 && shadowCoord.t < 1.000) if (i == 0) { shadow = getShadowVal(lightShadowMap[0],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z);}
#if LIGHT_COUNT>1
if (i == 1) { shadow = getShadowVal(lightShadowMap[1],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>2
if (i == 2) { shadow = getShadowVal(lightShadowMap[2],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>3
if (i == 3) { shadow = getShadowVal(lightShadowMap[3],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>4
if (i == 4) { shadow = getShadowVal(lightShadowMap[4],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>5
if (i == 5) { shadow = getShadowVal(lightShadowMap[5],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>6
if (i == 6) { shadow = getShadowVal(lightShadowMap[6],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>7
if (i == 7) { shadow = getShadowVal(lightShadowMap[7],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
accum += shadow * lightIntensity[i] * materialDiffuse * lightDiffuse[i] * NdotL;
#else
accum += lightIntensity[i] * materialDiffuse * lightDiffuse[i] * NdotL;
#endif
#if TEXTURE_SPECULAR
spec2 = lightSpecular[i] * texture2D(textureSpecular, vec2(texCoord.s, texCoord.t)).rgb * pow(NdotHV,materialShininess);
#else
spec2 = lightSpecular[i] * materialSpecular * pow(NdotHV,materialShininess);
#endif
#if LIGHT_SHADOWED
spec2 *= shadow;
#endif
specTotal += spec2;
#if LIGHT_SHADOWED
// accum = texture2D(lightShadowMap[0], vec2(shadowCoord.s, shadowCoord.t)).rgb;
#endif
}
}
color.rgb *= accum;
color.rgb += specTotal;
#endif
#if LIGHT_IS_SPOT
vec3 specTotal = vec3(0.0,0.0,0.0);
vec3 spec2 = vec3(0.0,0.0,0.0);
vec3 halfVector;
float spotEffect;
float spotDot;
float power;
for (int i = 0; i < LIGHT_COUNT; i++) {
vec3 l = lightPosition[i]-vertexPositionOut.xyz;
float dist = length(l);
float att = clamp(((lightDistance[i]-dist)/lightDistance[i]), 0.0, 1.0)*lightIntensity[i];
att = clamp(att,0.0,1.0);
spotDot = dot(normalize(-l), normalize(lightDirection[i]));
if ( spotDot < cos((lightCutOffAngle[i]/2.0)*(3.14159/180.0)) ) {
spotEffect = 0.0;
}
else {
spotEffect = pow(spotDot, 1.0);
}
#if !LIGHT_IS_PROJECTOR
att *= spotEffect;
#endif
vec3 v = normalize(-vertexPositionOut.xyz);
vec3 h = normalize(l + v);
float NdotL = max(0.0, dot(n, normalize(l)));
float NdotH = max(0.0, dot(n, h));
if (NdotL > 0.0) {
power = pow(NdotH, materialShininess);
}
else {
power = 0.0;
}
#if LIGHT_SHADOWED
vec4 shadowCoord = lightProjectionOut[i] / lightProjectionOut[i].w;
shadowCoord.z = DepthRangeA(ConvertDepth3A(shadowCoord.z,lightDepthClip[i].x,lightDepthClip[i].y),lightDepthClip[i].x,lightDepthClip[i].y);
vec4 shadowSample;
float shadow = 1.0;
// this seems to get around a shader crash ...
if (shadowCoord.s >= 0.000&&shadowCoord.s <= 1.000 && shadowCoord.t >= 0.000 && shadowCoord.t <= 1.000) if (i == 0) { shadow = getShadowVal(lightShadowMap[0],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z);}
#if LIGHT_COUNT>1
if (i == 1) { shadow = getShadowVal(lightShadowMap[1],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>2
if (i == 2) { shadow = getShadowVal(lightShadowMap[2],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>3
if (i == 3) { shadow = getShadowVal(lightShadowMap[3],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>4
if (i == 4) { shadow = getShadowVal(lightShadowMap[4],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>5
if (i == 5) { shadow = getShadowVal(lightShadowMap[5],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>6
if (i == 6) { shadow = getShadowVal(lightShadowMap[6],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
#if LIGHT_COUNT>7
if (i == 7) { shadow = getShadowVal(lightShadowMap[7],shadowCoord,lightProjectionOut[i].w,lightDepthClip[i].z); }
#endif
att = att * shadow;
#endif
#if LIGHT_IS_PROJECTOR && LIGHT_SHADOWED
if (shadowCoord.s >= 0.0&&shadowCoord.s <= 1.0 && shadowCoord.t >= 0.0 && shadowCoord.t <= 1.0 && spotDot > cos((90.0)*(3.14159/180.0))) {
vec3 projTex = texture2D(lightProjectionMap[i],shadowCoord.st).rgb;
accum += att * projTex * lightIntensity[i] * materialDiffuse * lightDiffuse[i] * NdotL;
}
#else
accum += att * lightDiffuse[i] * materialDiffuse * NdotL;
#endif
#if TEXTURE_SPECULAR
spec2 = lightSpecular[i] * texture2D(textureSpecular, vec2(texCoord.s, texCoord.t)).rgb * power;
#else
spec2 = lightSpecular[i] * materialSpecular * power;
#endif
#if LIGHT_SHADOWED
spec2 *= shadow;
#endif
specTotal += spec2*spotEffect;
}
color.rgb *= accum;
color.rgb += specTotal;
#if LIGHT_SHADOWED
// color = texture2D(lightShadowMap[0], vec2(texCoord.s, texCoord.t)).rgba;
#endif
#endif
#else
// vertex lighting
#if LIGHT_IS_POINT||LIGHT_IS_DIRECTIONAL||LIGHT_IS_SPOT||LIGHT_IS_AREA
color.rgb *= lightColorOut;
color.rgb += lightSpecularOut;
#endif
#endif // LIGHT_PERPIXEL
#if TEXTURE_AMBIENT
#if LIGHT_IS_POINT||LIGHT_IS_DIRECTIONAL||LIGHT_IS_SPOT||LIGHT_IS_AREA
color.rgb += texture2D(textureAmbient, texCoord).rgb*(vec3(1.0,1.0,1.0)+materialColor*materialAmbient);
#else
color.rgb = color.rgb*texture2D(textureAmbient, texCoord).rgb;
#endif
#else
#if TEXTURE_COLOR
color.rgb += materialAmbient*texture2D(textureColor, texCoord).rgb;
#else
color.rgb += materialColor*materialAmbient;
#endif
#endif
#endif
#if FOG_ENABLED
return apply_fog(color);
#else
return color;
#endif
}
vec4 cubicvr_environment(vec4 color_in, vec3 n, vec2 texCoord) {
vec4 color = color_in;
#if !LIGHT_DEPTH_PASS
#if TEXTURE_REFLECT
float environmentAmount = texture2D( textureReflect, texCoord).r;
#endif
#if TEXTURE_ENVSPHERE
#if TEXTURE_NORMAL
vec3 r = reflect( envTexCoordOut, n );
float m = 2.0 * sqrt( r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0) );
vec3 coord;
coord.s = r.x/m + 0.5;
coord.t = r.y/m + 0.5;
#if TEXTURE_REFLECT
color.rgb += materialColor*texture2D( textureEnvSphere, coord.st).rgb * environmentAmount;
#else
color.rgb += materialColor*texture2D( textureEnvSphere, coord.st).rgb * materialEnvironment;
#endif
#else
#if TEXTURE_REFLECT
color.rgb += materialColor*texture2D( textureEnvSphere, envTexCoordOut).rgb * environmentAmount;
#else
color.rgb += materialColor*texture2D( textureEnvSphere, envTexCoordOut).rgb * materialEnvironment;
#endif
#endif
#endif // TEXTURE_ENVSPHERE
#endif // ! LIGHT_DEPTH_PASS
#if FX_DEPTH_ALPHA
#if !MATERIAL_ALPHA
float linear_depth = DepthRange( ConvertDepth3(gl_FragCoord.z) );
color.a = linear_depth;
#endif
#endif
return color;
}
#if LIGHT_DEPTH_PASS
vec4 cubicvr_depthPack(vec2 texCoord) {
#if TEXTURE_ALPHA
float alphaVal = texture2D(textureAlpha, texCoord).r;
if (alphaVal < 0.9) discard;
#endif
return packFloatToVec4i(DepthRange( ConvertDepth3(gl_FragCoord.z)));
}
#endif
#define customShader_splice 1
void main(void)
{
vec2 texCoord = cubicvr_texCoord();
#if !LIGHT_DEPTH_PASS
vec4 color = cubicvr_color(texCoord);
vec3 normal = cubicvr_normal(texCoord);
color = cubicvr_environment(color,normal,texCoord);
color = cubicvr_lighting(color,normal,texCoord);
gl_FragColor = clamp(color,0.0,1.0);
#else // LIGHT_DEPTH_PASS for shadows, discard to cut
gl_FragColor = cubicvr_depthPack(texCoord);
#endif
}